mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 08:07:54 -05:00
Merge pull request #257 from FunkinCrew/rewrite/weekend-1-gameplay-shaderdev
Rewrite/weekend 1 gameplay shaderdev
This commit is contained in:
commit
1c91eac47e
31 changed files with 1233 additions and 169 deletions
2
assets
2
assets
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@ -1 +1 @@
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|||
Subproject commit 160acbd8a854a9f677ef7587396340e79a5ea6ca
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Subproject commit 599169f4786d1feb62a089d25112035977647805
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@ -10,3 +10,6 @@
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|||
|
||||
- `Class lists not properly generated. Try cleaning out your export folder, restarting your IDE, and rebuilding your project.`
|
||||
- This is a bug specific to HTML5. Simply perform the steps listed (don't forget to restart the IDE too).
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||||
|
||||
- `LINK : fatal error LNK1201: error writing to program database ''; check for insufficient disk space, invalid path, or insufficient privilege`
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||||
- This error occurs if the PDB file located in your `export` folder is in use or exceeds 4 GB. Try deleting the `export` folder and building again from scratch.
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2
hmm.json
2
hmm.json
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@ -11,7 +11,7 @@
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"name": "flixel",
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"type": "git",
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"dir": null,
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||||
"ref": "25c84b29665329f7c6366342542a3978f29300ee",
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"ref": "4d054bd10b05bb1309a0ba3427ffa5378e0b4b99",
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"url": "https://github.com/FunkinCrew/flixel"
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},
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{
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@ -245,9 +245,9 @@ class InitState extends FlxState
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#elseif LEVEL // -DLEVEL=week1 -DDIFFICULTY=hard
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startLevel(defineLevel(), defineDifficulty());
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#elseif FREEPLAY // -DFREEPLAY
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FlxG.switchState(new FreeplayState());
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FlxG.switchState(() -> new funkin.ui.freeplay.FreeplayState());
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#elseif DIALOGUE // -DDIALOGUE
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FlxG.switchState(new funkin.ui.debug.dialogue.ConversationDebugState());
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FlxG.switchState(() -> new funkin.ui.debug.dialogue.ConversationDebugState());
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#elseif ANIMATE // -DANIMATE
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FlxG.switchState(() -> new funkin.ui.debug.anim.FlxAnimateTest());
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#elseif WAVEFORM // -DWAVEFORM
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257
source/funkin/graphics/FunkinCamera.hx
Normal file
257
source/funkin/graphics/FunkinCamera.hx
Normal file
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@ -0,0 +1,257 @@
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package funkin.graphics;
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import flash.geom.ColorTransform;
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import flixel.FlxCamera;
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import flixel.graphics.FlxGraphic;
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import flixel.graphics.frames.FlxFrame;
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import flixel.math.FlxMatrix;
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import flixel.math.FlxRect;
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import flixel.system.FlxAssets.FlxShader;
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import funkin.graphics.shaders.RuntimeCustomBlendShader;
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import funkin.graphics.framebuffer.BitmapDataUtil;
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import funkin.graphics.framebuffer.FixedBitmapData;
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import openfl.Lib;
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import openfl.display.BitmapData;
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import openfl.display.BlendMode;
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import openfl.display3D.textures.TextureBase;
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import openfl.filters.BitmapFilter;
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import openfl.filters.ShaderFilter;
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/**
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* A FlxCamera with additional powerful features:
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* - Grab the camera screen as a `BitmapData` and use it as a texture
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* - Support `sprite.blend = DARKEN/HARDLIGHT/LIGHTEN/OVERLAY` to apply visual effects using certain sprites
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* - NOTE: Several other blend modes work without FunkinCamera. Some still do not work.
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* - NOTE: Framerate-independent camera tweening is fixed in Flixel 6.x. Rest in peace, SwagCamera.
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*/
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@:access(openfl.display.DisplayObject)
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@:access(openfl.display.BitmapData)
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@:access(openfl.display3D.Context3D)
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@:access(openfl.display3D.textures.TextureBase)
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@:access(flixel.graphics.FlxGraphic)
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@:access(flixel.graphics.frames.FlxFrame)
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class FunkinCamera extends FlxCamera
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{
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final grabbed:Array<BitmapData> = [];
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final texturePool:Array<TextureBase> = [];
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final bgTexture:TextureBase;
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final bgBitmap:BitmapData;
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final bgFrame:FlxFrame;
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final customBlendShader:RuntimeCustomBlendShader;
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final customBlendFilter:ShaderFilter;
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var filtersApplied:Bool = false;
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var bgItemCount:Int = 0;
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public var shouldDraw:Bool = true;
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public function new(x:Int = 0, y:Int = 0, width:Int = 0, height:Int = 0, zoom:Float = 0)
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{
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super(x, y, width, height, zoom);
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bgTexture = pickTexture(width, height);
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bgBitmap = FixedBitmapData.fromTexture(bgTexture);
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bgFrame = new FlxFrame(new FlxGraphic('', null));
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bgFrame.parent.bitmap = bgBitmap;
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bgFrame.frame = new FlxRect();
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customBlendShader = new RuntimeCustomBlendShader();
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customBlendFilter = new ShaderFilter(customBlendShader);
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}
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/**
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* Grabs the camera screen and returns it as a `BitmapData`. The returned bitmap
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* will not be referred by the camera so, changing it will not affect the scene.
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* The returned bitmap **will be reused in the next frame**, so the content is available
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* only in the current frame.
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* @param applyFilters if this is `true`, the camera's filters will be applied to the grabbed bitmap,
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* and the camera's filters will be disabled until the beginning of the next frame
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* @param isolate if this is `true`, sprites to be rendered will only be rendered to the grabbed bitmap,
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* and the grabbed bitmap will not include any previously rendered sprites
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* @return the grabbed bitmap data
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*/
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public function grabScreen(applyFilters:Bool, isolate:Bool = false):BitmapData
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{
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final texture = pickTexture(width, height);
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final bitmap = FixedBitmapData.fromTexture(texture);
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squashTo(bitmap, applyFilters, isolate);
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grabbed.push(bitmap);
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return bitmap;
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}
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/**
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* Applies the filter immediately to the camera. This will be done independently from
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* the camera's filters. This method can only be called after the first `grabScreen`
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* in the frame.
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* @param filter the filter
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*/
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public function applyFilter(filter:BitmapFilter):Void
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{
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if (grabbed.length == 0)
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{
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FlxG.log.error('grab screen before you can apply a filter!');
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return;
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}
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BitmapDataUtil.applyFilter(bgBitmap, filter);
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}
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function squashTo(bitmap:BitmapData, applyFilters:Bool, isolate:Bool, clearScreen:Bool = false):Void
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{
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if (applyFilters && isolate)
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{
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FlxG.log.error('cannot apply filters while isolating!');
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}
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if (filtersApplied && applyFilters)
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{
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FlxG.log.warn('filters already applied!');
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}
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static final matrix = new FlxMatrix();
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// resize the background bitmap if needed
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if (bgTexture.__width != width || bgTexture.__height != height)
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{
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BitmapDataUtil.resizeTexture(bgTexture, width, height);
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bgBitmap.__resize(width, height);
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bgFrame.parent.bitmap = bgBitmap;
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}
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// grab the bitmap
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renderSkipping(isolate ? bgItemCount : 0);
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bitmap.fillRect(bitmap.rect, 0);
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matrix.setTo(1, 0, 0, 1, flashSprite.x, flashSprite.y);
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if (applyFilters)
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{
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bitmap.draw(flashSprite, matrix);
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flashSprite.filters = null;
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filtersApplied = true;
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}
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else
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{
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final tmp = flashSprite.filters;
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flashSprite.filters = null;
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bitmap.draw(flashSprite, matrix);
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flashSprite.filters = tmp;
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}
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if (!isolate)
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{
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// also copy to the background bitmap
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bgBitmap.fillRect(bgBitmap.rect, 0);
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bgBitmap.draw(bitmap);
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}
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if (clearScreen)
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{
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// clear graphics data
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super.clearDrawStack();
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canvas.graphics.clear();
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}
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// render the background bitmap
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bgFrame.frame.set(0, 0, width, height);
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matrix.setTo(viewWidth / width, 0, 0, viewHeight / height, viewMarginLeft, viewMarginTop);
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drawPixels(bgFrame, matrix);
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||||
// count background draw items for future isolation
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bgItemCount = 0;
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{
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var item = _headOfDrawStack;
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while (item != null)
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||||
{
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item = item.next;
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bgItemCount++;
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}
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||||
}
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||||
}
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||||
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||||
function renderSkipping(count:Int):Void
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||||
{
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||||
var item = _headOfDrawStack;
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||||
while (item != null)
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||||
{
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if (--count < 0) item.render(this);
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item = item.next;
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}
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}
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override function drawPixels(?frame:FlxFrame, ?pixels:BitmapData, matrix:FlxMatrix, ?transform:ColorTransform, ?blend:BlendMode, ?smoothing:Bool = false,
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?shader:FlxShader):Void
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||||
{
|
||||
if (!shouldDraw) return;
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||||
|
||||
if ( switch blend
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||||
{
|
||||
case DARKEN | HARDLIGHT | LIGHTEN | OVERLAY: true;
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||||
case _: false;
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||||
})
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||||
{
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||||
// squash the screen
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grabScreen(false);
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// render without blend
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super.drawPixels(frame, pixels, matrix, transform, null, smoothing, shader);
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// get the isolated bitmap
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final isolated = grabScreen(false, true);
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// apply fullscreen blend
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customBlendShader.blend = blend;
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customBlendShader.source = isolated;
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customBlendShader.updateViewInfo(FlxG.width, FlxG.height, this);
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applyFilter(customBlendFilter);
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}
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||||
else
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||||
{
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||||
super.drawPixels(frame, pixels, matrix, transform, blend, smoothing, shader);
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||||
}
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||||
}
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||||
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||||
override function destroy():Void
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||||
{
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||||
super.destroy();
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||||
disposeTextures();
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||||
}
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||||
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||||
override function clearDrawStack():Void
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||||
{
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super.clearDrawStack();
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||||
// also clear grabbed bitmaps
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||||
for (bitmap in grabbed)
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{
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texturePool.push(bitmap.__texture);
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bitmap.dispose(); // this doesn't release the texture
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}
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grabbed.clear();
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// clear filters applied flag
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filtersApplied = false;
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bgItemCount = 0;
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||||
}
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||||
function pickTexture(width:Int, height:Int):TextureBase
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{
|
||||
// zero-sized textures will be problematic
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width = width < 1 ? 1 : width;
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height = height < 1 ? 1 : height;
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||||
if (texturePool.length > 0)
|
||||
{
|
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final res = texturePool.pop();
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BitmapDataUtil.resizeTexture(res, width, height);
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return res;
|
||||
}
|
||||
return Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
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||||
}
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||||
function disposeTextures():Void
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{
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trace('disposing textures');
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for (bitmap in grabbed)
|
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{
|
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bitmap.dispose();
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}
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grabbed.clear();
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for (texture in texturePool)
|
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{
|
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texture.dispose();
|
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}
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texturePool.resize(0);
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bgTexture.dispose();
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bgBitmap.dispose();
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}
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}
|
123
source/funkin/graphics/framebuffer/BitmapDataUtil.hx
Normal file
123
source/funkin/graphics/framebuffer/BitmapDataUtil.hx
Normal file
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@ -0,0 +1,123 @@
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|||
package funkin.graphics.framebuffer;
|
||||
|
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import flixel.FlxG;
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||||
import openfl.Lib;
|
||||
import openfl.display.Bitmap;
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.display.Sprite;
|
||||
import openfl.display3D.Context3DTextureFormat;
|
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import openfl.display3D.textures.TextureBase;
|
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import openfl.filters.BitmapFilter;
|
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|
||||
/**
|
||||
* Provides cool stuff for `BitmapData`s that have a hardware texture internally.
|
||||
*/
|
||||
@:access(openfl.display.BitmapData)
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@:access(openfl.display3D.textures.TextureBase)
|
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@:access(openfl.display3D.Context3D)
|
||||
class BitmapDataUtil
|
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{
|
||||
static function getCache():{sprite:Sprite, bitmap:Bitmap}
|
||||
{
|
||||
static var cache:{sprite:Sprite, bitmap:Bitmap} = null;
|
||||
if (cache == null)
|
||||
{
|
||||
final sprite = new Sprite();
|
||||
final bitmap = new Bitmap();
|
||||
sprite.addChild(bitmap);
|
||||
cache =
|
||||
{
|
||||
sprite: sprite,
|
||||
bitmap: bitmap
|
||||
}
|
||||
}
|
||||
return cache;
|
||||
}
|
||||
|
||||
/**
|
||||
* Applies a bitmap filter to a bitmap immediately. The bitmap filter may refer
|
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* the bitmap itself as a shader input.
|
||||
* @param bitmap the bitmap data
|
||||
* @param filter the bitmap filter
|
||||
*/
|
||||
public static function applyFilter(bitmap:BitmapData, filter:BitmapFilter):Void
|
||||
{
|
||||
hardwareCheck(bitmap);
|
||||
final cache = getCache();
|
||||
cache.bitmap.bitmapData = bitmap;
|
||||
cache.sprite.filters = [filter];
|
||||
bitmap.draw(cache.sprite);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a bitmap with a hardware texture.
|
||||
* @param width the width
|
||||
* @param height the height
|
||||
* @param format the format if the internal texture
|
||||
* @return the bitmap
|
||||
*/
|
||||
public static function create(width:Int, height:Int, format:Context3DTextureFormat = BGRA):FixedBitmapData
|
||||
{
|
||||
final texture = Lib.current.stage.context3D.createTexture(width, height, format, true);
|
||||
return FixedBitmapData.fromTexture(texture);
|
||||
}
|
||||
|
||||
/**
|
||||
* Resizes the bitmap.
|
||||
* @param bitmap the bitmap data
|
||||
* @param width the width
|
||||
* @param height the height
|
||||
*/
|
||||
public static function resize(bitmap:BitmapData, width:Int, height:Int):Void
|
||||
{
|
||||
hardwareCheck(bitmap);
|
||||
if (bitmap.width == width && bitmap.height == height) return;
|
||||
bitmap.width = width;
|
||||
bitmap.height = height;
|
||||
resizeTexture(bitmap.__texture, width, height);
|
||||
}
|
||||
|
||||
/**
|
||||
* Resizes the texture.
|
||||
* @param texture the texture
|
||||
* @param width the width
|
||||
* @param height the height
|
||||
*/
|
||||
public static function resizeTexture(texture:TextureBase, width:Int, height:Int):Void
|
||||
{
|
||||
if (texture.__width == width && texture.__height == height) return;
|
||||
texture.__width = width;
|
||||
texture.__height = height;
|
||||
final context = texture.__context;
|
||||
final gl = context.gl;
|
||||
context.__bindGLTexture2D(texture.__textureID);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, texture.__internalFormat, width, height, 0, texture.__format, gl.UNSIGNED_BYTE, null);
|
||||
context.__bindGLTexture2D(null);
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies the content of `src` to `dst`. The destination bitmap `dst` will be resized
|
||||
* so that it has the same size as `src`.
|
||||
* @param dst the destination bitmap
|
||||
* @param src the source bitmap
|
||||
*/
|
||||
public static function copy(dst:BitmapData, src:BitmapData):Void
|
||||
{
|
||||
hardwareCheck(dst);
|
||||
hardwareCheck(src);
|
||||
final cache = getCache();
|
||||
cache.bitmap.bitmapData = src;
|
||||
cache.sprite.filters = null;
|
||||
resize(dst, src.width, src.height);
|
||||
dst.fillRect(dst.rect, 0);
|
||||
dst.draw(cache.sprite);
|
||||
}
|
||||
|
||||
static function hardwareCheck(bitmap:BitmapData):Void
|
||||
{
|
||||
if (bitmap.readable)
|
||||
{
|
||||
FlxG.log.error('do not use `BitmapDataUtil` for non-GPU bitmaps!');
|
||||
}
|
||||
}
|
||||
}
|
42
source/funkin/graphics/framebuffer/FixedBitmapData.hx
Normal file
42
source/funkin/graphics/framebuffer/FixedBitmapData.hx
Normal file
|
@ -0,0 +1,42 @@
|
|||
package funkin.graphics.framebuffer;
|
||||
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.display.DisplayObject;
|
||||
import openfl.display.DisplayObjectContainer;
|
||||
import openfl.display.IBitmapDrawable;
|
||||
import openfl.display.OpenGLRenderer;
|
||||
import openfl.display3D.textures.TextureBase;
|
||||
|
||||
/**
|
||||
* `BitmapData` is kinda broken so I fixed it.
|
||||
*/
|
||||
@:access(openfl.display3D.textures.TextureBase)
|
||||
@:access(openfl.display.OpenGLRenderer)
|
||||
class FixedBitmapData extends BitmapData
|
||||
{
|
||||
override function __drawGL(source:IBitmapDrawable, renderer:OpenGLRenderer):Void
|
||||
{
|
||||
if (Std.isOfType(source, DisplayObject))
|
||||
{
|
||||
final object:DisplayObjectContainer = cast source;
|
||||
renderer.__stage = object.stage;
|
||||
}
|
||||
super.__drawGL(source, renderer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Never use `BitmapData.fromTexture`, always use this.
|
||||
* @param texture the texture
|
||||
* @return the bitmap data
|
||||
*/
|
||||
public static function fromTexture(texture:TextureBase):FixedBitmapData
|
||||
{
|
||||
if (texture == null) return null;
|
||||
final bitmapData = new FixedBitmapData(texture.__width, texture.__height, true, 0);
|
||||
bitmapData.readable = false;
|
||||
bitmapData.__texture = texture;
|
||||
bitmapData.__textureContext = texture.__textureContext;
|
||||
bitmapData.image = null;
|
||||
return bitmapData;
|
||||
}
|
||||
}
|
132
source/funkin/graphics/framebuffer/FrameBuffer.hx
Normal file
132
source/funkin/graphics/framebuffer/FrameBuffer.hx
Normal file
|
@ -0,0 +1,132 @@
|
|||
package funkin.graphics.framebuffer;
|
||||
|
||||
import flixel.FlxSprite;
|
||||
import flixel.FlxCamera;
|
||||
import flixel.util.FlxColor;
|
||||
import openfl.Lib;
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.display3D.textures.TextureBase;
|
||||
import openfl.geom.Matrix;
|
||||
import openfl.geom.Rectangle;
|
||||
|
||||
/**
|
||||
* A single frame buffer. Used by `FrameBufferManager`.
|
||||
*/
|
||||
class FrameBuffer
|
||||
{
|
||||
/**
|
||||
* The bitmap data of the frame buffer.
|
||||
*/
|
||||
public var bitmap(default, null):BitmapData = null;
|
||||
|
||||
var texture:TextureBase;
|
||||
final camera:FlxCamera;
|
||||
final spriteCopies:Array<SpriteCopy> = [];
|
||||
|
||||
public function new()
|
||||
{
|
||||
camera = new FlxCamera();
|
||||
camera.antialiasing = false;
|
||||
camera.bgColor = FlxColor.TRANSPARENT;
|
||||
@:privateAccess camera.flashSprite.stage = Lib.current.stage;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a frame buffer with the given size.
|
||||
* @param width the width
|
||||
* @param height the height
|
||||
* @param bgColor the background color
|
||||
*/
|
||||
public function create(width:Int, height:Int, bgColor:FlxColor):Void
|
||||
{
|
||||
dispose();
|
||||
texture = Lib.current.stage.context3D.createTexture(width, height, BGRA, true);
|
||||
bitmap = FixedBitmapData.fromTexture(texture);
|
||||
camera.bgColor = bgColor;
|
||||
}
|
||||
|
||||
/**
|
||||
* Makes the internal camera follows the target camera.
|
||||
* @param target the target camera
|
||||
*/
|
||||
public function follow(target:FlxCamera):Void
|
||||
{
|
||||
camera.x = target.x;
|
||||
camera.y = target.y;
|
||||
camera.width = target.width;
|
||||
camera.height = target.height;
|
||||
camera.scroll.x = target.scroll.x;
|
||||
camera.scroll.y = target.scroll.y;
|
||||
camera.setScale(target.scaleX, target.scaleY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Locks the frame buffer and clears the buffer.
|
||||
*/
|
||||
@:access(flixel.FlxCamera)
|
||||
public function lock():Void
|
||||
{
|
||||
camera.clearDrawStack();
|
||||
camera.canvas.graphics.clear();
|
||||
camera.fill(camera.bgColor.to24Bit(), camera.useBgAlphaBlending, camera.bgColor.alphaFloat);
|
||||
#if FLX_DEBUG
|
||||
camera.debugLayer.graphics.clear();
|
||||
#end
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders all sprite copies.
|
||||
*/
|
||||
@:access(flixel.FlxCamera)
|
||||
public function render():Void
|
||||
{
|
||||
for (spriteCopy in spriteCopies)
|
||||
{
|
||||
spriteCopy.render(camera);
|
||||
}
|
||||
camera.render();
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlocks the frame buffer and makes the bitmap ready to use.
|
||||
*/
|
||||
public function unlock():Void
|
||||
{
|
||||
bitmap.fillRect(new Rectangle(0, 0, bitmap.width, bitmap.height), 0);
|
||||
bitmap.draw(camera.flashSprite, new Matrix(1, 0, 0, 1, camera.flashSprite.x, camera.flashSprite.y));
|
||||
}
|
||||
|
||||
/**
|
||||
* Diposes stuff. Call `create` again if you want to reuse the instance.
|
||||
*/
|
||||
public function dispose():Void
|
||||
{
|
||||
if (texture != null)
|
||||
{
|
||||
texture.dispose();
|
||||
texture = null;
|
||||
bitmap.dispose();
|
||||
bitmap = null;
|
||||
}
|
||||
spriteCopies.resize(0);
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a sprite copy to the frame buffer.
|
||||
* @param spriteCopy the sprite copy
|
||||
*/
|
||||
public function addSpriteCopy(spriteCopy:SpriteCopy):Void
|
||||
{
|
||||
spriteCopies.push(spriteCopy);
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds the sprite to the frame buffer. The sprite will only be seen from
|
||||
* the frame buffer.
|
||||
* @param sprite the sprite
|
||||
*/
|
||||
public function moveSprite(sprite:FlxSprite):Void
|
||||
{
|
||||
sprite.cameras = [camera];
|
||||
}
|
||||
}
|
127
source/funkin/graphics/framebuffer/FrameBufferManager.hx
Normal file
127
source/funkin/graphics/framebuffer/FrameBufferManager.hx
Normal file
|
@ -0,0 +1,127 @@
|
|||
package funkin.graphics.framebuffer;
|
||||
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxG;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.util.FlxColor;
|
||||
import openfl.display.BitmapData;
|
||||
|
||||
/**
|
||||
* Manages frame buffers and gives access to each frame buffer.
|
||||
*/
|
||||
class FrameBufferManager
|
||||
{
|
||||
final camera:FlxCamera;
|
||||
final frameBufferMap:Map<String, FrameBuffer> = [];
|
||||
|
||||
/**
|
||||
* Creates a frame buffer manager that targets `camera`.
|
||||
* @param camera the target camera.
|
||||
*/
|
||||
public function new(camera:FlxCamera)
|
||||
{
|
||||
this.camera = camera;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new frame buffer with a name.
|
||||
* @param name the name
|
||||
* @param bgColor the background color
|
||||
* @return the bitmap data of the frame buffer. the bitmap data instance
|
||||
* will not be changed through frame buffer updates.
|
||||
*/
|
||||
public function createFrameBuffer(name:String, bgColor:FlxColor):BitmapData
|
||||
{
|
||||
if (frameBufferMap.exists(name))
|
||||
{
|
||||
FlxG.log.warn('frame buffer "$name" already exists');
|
||||
frameBufferMap[name].dispose();
|
||||
frameBufferMap.remove(name);
|
||||
}
|
||||
final fb = new FrameBuffer();
|
||||
fb.create(camera.width, camera.height, bgColor);
|
||||
frameBufferMap[name] = fb;
|
||||
return fb.bitmap;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds a copy of the sprite to the frame buffer.
|
||||
* @param name the name of the frame buffer
|
||||
* @param sprite the sprite
|
||||
* @param color if this is not `null`, the sprite will be filled with the color.
|
||||
* if this is `null`, the sprite will keep its original color.
|
||||
*/
|
||||
public function copySpriteTo(name:String, sprite:FlxSprite, color:Null<FlxColor> = null):Void
|
||||
{
|
||||
if (!frameBufferMap.exists(name))
|
||||
{
|
||||
FlxG.log.warn('frame buffer "$name" does not exist');
|
||||
return;
|
||||
}
|
||||
frameBufferMap[name].addSpriteCopy(new SpriteCopy(sprite, color));
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds the sprite to the frame buffer. The sprite will only be seen from the frame buffer.
|
||||
* @param name the name of the frame buffer
|
||||
* @param sprite the sprite
|
||||
*/
|
||||
public function moveSpriteTo(name:String, sprite:FlxSprite):Void
|
||||
{
|
||||
if (!frameBufferMap.exists(name))
|
||||
{
|
||||
FlxG.log.warn('frame buffer "$name" does not exist');
|
||||
return;
|
||||
}
|
||||
frameBufferMap[name].moveSprite(sprite);
|
||||
}
|
||||
|
||||
/**
|
||||
* Call this before drawing anything.
|
||||
*/
|
||||
public function lock():Void
|
||||
{
|
||||
for (_ => fb in frameBufferMap)
|
||||
{
|
||||
fb.follow(camera);
|
||||
fb.lock();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Unlocks the frame buffers. This updates the bitmap data of each frame buffer.
|
||||
*/
|
||||
public function unlock():Void
|
||||
{
|
||||
for (_ => fb in frameBufferMap)
|
||||
{
|
||||
fb.render();
|
||||
}
|
||||
for (_ => fb in frameBufferMap)
|
||||
{
|
||||
fb.unlock();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the bitmap data of the frame buffer
|
||||
* @param name the name of the frame buffer
|
||||
* @return the bitmap data
|
||||
*/
|
||||
public function getFrameBuffer(name:String):BitmapData
|
||||
{
|
||||
return frameBufferMap[name].bitmap;
|
||||
}
|
||||
|
||||
/**
|
||||
* Disposes all frame buffers. The instance can be reused.
|
||||
*/
|
||||
public function dispose():Void
|
||||
{
|
||||
for (_ => fb in frameBufferMap)
|
||||
{
|
||||
fb.dispose();
|
||||
}
|
||||
frameBufferMap.clear();
|
||||
}
|
||||
}
|
59
source/funkin/graphics/framebuffer/SpriteCopy.hx
Normal file
59
source/funkin/graphics/framebuffer/SpriteCopy.hx
Normal file
|
@ -0,0 +1,59 @@
|
|||
package funkin.graphics.framebuffer;
|
||||
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.util.FlxColor;
|
||||
|
||||
/**
|
||||
* A copy of a `FlxSprite` with a specified color. Used to render the sprite to a frame buffer.
|
||||
*/
|
||||
class SpriteCopy
|
||||
{
|
||||
final sprite:FlxSprite;
|
||||
final color:Null<FlxColor>;
|
||||
|
||||
public function new(sprite:FlxSprite, color:Null<FlxColor>)
|
||||
{
|
||||
this.sprite = sprite;
|
||||
this.color = color;
|
||||
}
|
||||
|
||||
/**
|
||||
* Renders the copy to the camera.
|
||||
* @param camera the camera
|
||||
*/
|
||||
@:access(flixel.FlxSprite)
|
||||
public function render(camera:FlxCamera):Void
|
||||
{
|
||||
if (color == null)
|
||||
{
|
||||
final tmpCameras = sprite._cameras;
|
||||
sprite._cameras = [camera];
|
||||
sprite.draw();
|
||||
sprite._cameras = tmpCameras;
|
||||
}
|
||||
else
|
||||
{
|
||||
final rMult = sprite.colorTransform.redMultiplier;
|
||||
final gMult = sprite.colorTransform.greenMultiplier;
|
||||
final bMult = sprite.colorTransform.blueMultiplier;
|
||||
final aMult = sprite.colorTransform.alphaMultiplier;
|
||||
final rOff = Std.int(sprite.colorTransform.redOffset);
|
||||
final gOff = Std.int(sprite.colorTransform.greenOffset);
|
||||
final bOff = Std.int(sprite.colorTransform.blueOffset);
|
||||
final aOff = Std.int(sprite.colorTransform.alphaOffset);
|
||||
final tmpCameras = sprite._cameras;
|
||||
final tmpShader = sprite.shader;
|
||||
|
||||
sprite._cameras = [camera];
|
||||
sprite.shader = null;
|
||||
|
||||
sprite.setColorTransform(0, 0, 0, 1, color.red, color.green, color.blue, 0);
|
||||
sprite.draw();
|
||||
|
||||
sprite._cameras = tmpCameras;
|
||||
sprite.shader = tmpShader;
|
||||
sprite.setColorTransform(rMult, gMult, bMult, aMult, rOff, gOff, bOff, aOff);
|
||||
}
|
||||
}
|
||||
}
|
12
source/funkin/graphics/shaders/PuddleShader.hx
Normal file
12
source/funkin/graphics/shaders/PuddleShader.hx
Normal file
|
@ -0,0 +1,12 @@
|
|||
package funkin.graphics.shaders;
|
||||
|
||||
import flixel.addons.display.FlxRuntimeShader;
|
||||
import openfl.Assets;
|
||||
|
||||
class PuddleShader extends FlxRuntimeShader
|
||||
{
|
||||
public function new()
|
||||
{
|
||||
super(Assets.getText(Paths.frag('puddle')));
|
||||
}
|
||||
}
|
29
source/funkin/graphics/shaders/RuntimeCustomBlendShader.hx
Normal file
29
source/funkin/graphics/shaders/RuntimeCustomBlendShader.hx
Normal file
|
@ -0,0 +1,29 @@
|
|||
package funkin.graphics.shaders;
|
||||
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.display.BlendMode;
|
||||
import openfl.utils.Assets;
|
||||
|
||||
class RuntimeCustomBlendShader extends RuntimePostEffectShader
|
||||
{
|
||||
public var source(default, set):BitmapData;
|
||||
|
||||
function set_source(value:BitmapData):BitmapData
|
||||
{
|
||||
this.setBitmapData("source", value);
|
||||
return source = value;
|
||||
}
|
||||
|
||||
public var blend(default, set):BlendMode;
|
||||
|
||||
function set_blend(value:BlendMode):BlendMode
|
||||
{
|
||||
this.setInt("blendMode", cast value);
|
||||
return blend = value;
|
||||
}
|
||||
|
||||
public function new()
|
||||
{
|
||||
super(Assets.getText("assets/shaders/customBlend.frag"));
|
||||
}
|
||||
}
|
105
source/funkin/graphics/shaders/RuntimePostEffectShader.hx
Normal file
105
source/funkin/graphics/shaders/RuntimePostEffectShader.hx
Normal file
|
@ -0,0 +1,105 @@
|
|||
package funkin.graphics.shaders;
|
||||
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxG;
|
||||
import flixel.addons.display.FlxRuntimeShader;
|
||||
import lime.graphics.opengl.GLProgram;
|
||||
import lime.utils.Log;
|
||||
|
||||
class RuntimePostEffectShader extends FlxRuntimeShader
|
||||
{
|
||||
@:glVertexHeader('
|
||||
// normalized screen coord
|
||||
// (0, 0) is the top left of the window
|
||||
// (1, 1) is the bottom right of the window
|
||||
varying vec2 screenCoord;
|
||||
', true)
|
||||
@:glVertexBody('
|
||||
screenCoord = vec2(
|
||||
openfl_TextureCoord.x > 0.0 ? 1.0 : 0.0,
|
||||
openfl_TextureCoord.y > 0.0 ? 1.0 : 0.0
|
||||
);
|
||||
')
|
||||
@:glFragmentHeader('
|
||||
// normalized screen coord
|
||||
// (0, 0) is the top left of the window
|
||||
// (1, 1) is the bottom right of the window
|
||||
varying vec2 screenCoord;
|
||||
|
||||
// equals (FlxG.width, FlxG.height)
|
||||
uniform vec2 uScreenResolution;
|
||||
|
||||
// equals (camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom)
|
||||
uniform vec4 uCameraBounds;
|
||||
|
||||
// screen coord -> world coord conversion
|
||||
// returns world coord in px
|
||||
vec2 screenToWorld(vec2 screenCoord) {
|
||||
float left = uCameraBounds.x;
|
||||
float top = uCameraBounds.y;
|
||||
float right = uCameraBounds.z;
|
||||
float bottom = uCameraBounds.w;
|
||||
vec2 scale = vec2(right - left, bottom - top);
|
||||
vec2 offset = vec2(left, top);
|
||||
return screenCoord * scale + offset;
|
||||
}
|
||||
|
||||
// world coord -> screen coord conversion
|
||||
// returns normalized screen coord
|
||||
vec2 worldToScreen(vec2 worldCoord) {
|
||||
float left = uCameraBounds.x;
|
||||
float top = uCameraBounds.y;
|
||||
float right = uCameraBounds.z;
|
||||
float bottom = uCameraBounds.w;
|
||||
vec2 scale = vec2(right - left, bottom - top);
|
||||
vec2 offset = vec2(left, top);
|
||||
return (worldCoord - offset) / scale;
|
||||
}
|
||||
|
||||
// internally used to get the maximum `openfl_TextureCoordv`
|
||||
vec2 bitmapCoordScale() {
|
||||
return openfl_TextureCoordv / screenCoord;
|
||||
}
|
||||
|
||||
// internally used to compute bitmap coord
|
||||
vec2 screenToBitmap(vec2 screenCoord) {
|
||||
return screenCoord * bitmapCoordScale();
|
||||
}
|
||||
|
||||
// samples the frame buffer using a screen coord
|
||||
vec4 sampleBitmapScreen(vec2 screenCoord) {
|
||||
return texture2D(bitmap, screenToBitmap(screenCoord));
|
||||
}
|
||||
|
||||
// samples the frame buffer using a world coord
|
||||
vec4 sampleBitmapWorld(vec2 worldCoord) {
|
||||
return sampleBitmapScreen(worldToScreen(worldCoord));
|
||||
}
|
||||
', true)
|
||||
public function new(fragmentSource:String = null, glVersion:String = null)
|
||||
{
|
||||
super(fragmentSource, null, glVersion);
|
||||
uScreenResolution.value = [FlxG.width, FlxG.height];
|
||||
}
|
||||
|
||||
// basically `updateViewInfo(FlxG.width, FlxG.height, FlxG.camera)` is good
|
||||
public function updateViewInfo(screenWidth:Float, screenHeight:Float, camera:FlxCamera):Void
|
||||
{
|
||||
uScreenResolution.value = [screenWidth, screenHeight];
|
||||
uCameraBounds.value = [camera.viewLeft, camera.viewTop, camera.viewRight, camera.viewBottom];
|
||||
}
|
||||
|
||||
override function __createGLProgram(vertexSource:String, fragmentSource:String):GLProgram
|
||||
{
|
||||
try
|
||||
{
|
||||
final res = super.__createGLProgram(vertexSource, fragmentSource);
|
||||
return res;
|
||||
}
|
||||
catch (error)
|
||||
{
|
||||
Log.warn(error); // prevent the app from dying immediately
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
144
source/funkin/graphics/shaders/RuntimeRainShader.hx
Normal file
144
source/funkin/graphics/shaders/RuntimeRainShader.hx
Normal file
|
@ -0,0 +1,144 @@
|
|||
package funkin.graphics.shaders;
|
||||
|
||||
import flixel.system.FlxAssets.FlxShader;
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.display.ShaderParameter;
|
||||
import openfl.display.ShaderParameterType;
|
||||
import openfl.utils.Assets;
|
||||
|
||||
typedef Light =
|
||||
{
|
||||
var position:Array<Float>;
|
||||
var color:Array<Float>;
|
||||
var radius:Float;
|
||||
}
|
||||
|
||||
class RuntimeRainShader extends RuntimePostEffectShader
|
||||
{
|
||||
static final MAX_LIGHTS:Int = 8;
|
||||
|
||||
public var lights:Array<
|
||||
{
|
||||
position:ShaderParameter<Float>,
|
||||
color:ShaderParameter<Float>,
|
||||
radius:ShaderParameter<Float>,
|
||||
}>;
|
||||
|
||||
public var time(default, set):Float = 1;
|
||||
|
||||
function set_time(value:Float):Float
|
||||
{
|
||||
this.setFloat('uTime', value);
|
||||
return time = value;
|
||||
}
|
||||
|
||||
// The scale of the rain depends on the world coordinate system, so higher resolution makes
|
||||
// the raindrops smaller. This parameter can be used to adjust the total scale of the scene.
|
||||
// The size of the raindrops is proportional to the value of this parameter.
|
||||
public var scale(default, set):Float = 1;
|
||||
|
||||
function set_scale(value:Float):Float
|
||||
{
|
||||
this.setFloat('uScale', value);
|
||||
return scale = value;
|
||||
}
|
||||
|
||||
// The intensity of the rain. Zero means no rain and one means the maximum amount of rain.
|
||||
public var intensity(default, set):Float = 0.5;
|
||||
|
||||
function set_intensity(value:Float):Float
|
||||
{
|
||||
this.setFloat('uIntensity', value);
|
||||
return intensity = value;
|
||||
}
|
||||
|
||||
// the y coord of the puddle, used to mirror things
|
||||
public var puddleY(default, set):Float = 0;
|
||||
|
||||
function set_puddleY(value:Float):Float
|
||||
{
|
||||
this.setFloat('uPuddleY', value);
|
||||
return puddleY = value;
|
||||
}
|
||||
|
||||
// the y scale of the puddle, the less this value the more the puddle effects squished
|
||||
public var puddleScaleY(default, set):Float = 0;
|
||||
|
||||
function set_puddleScaleY(value:Float):Float
|
||||
{
|
||||
this.setFloat('uPuddleScaleY', value);
|
||||
return puddleScaleY = value;
|
||||
}
|
||||
|
||||
public var blurredScreen(default, set):BitmapData;
|
||||
|
||||
function set_blurredScreen(value:BitmapData):BitmapData
|
||||
{
|
||||
this.setBitmapData('uBlurredScreen', value);
|
||||
return blurredScreen = value;
|
||||
}
|
||||
|
||||
public var mask(default, set):BitmapData;
|
||||
|
||||
function set_mask(value:BitmapData):BitmapData
|
||||
{
|
||||
this.setBitmapData('uMask', value);
|
||||
return mask = value;
|
||||
}
|
||||
|
||||
public var lightMap(default, set):BitmapData;
|
||||
|
||||
function set_lightMap(value:BitmapData):BitmapData
|
||||
{
|
||||
this.setBitmapData('uLightMap', value);
|
||||
return lightMap = value;
|
||||
}
|
||||
|
||||
public var numLights(default, set):Int = 0;
|
||||
|
||||
function set_numLights(value:Int):Int
|
||||
{
|
||||
this.setInt('numLights', value);
|
||||
return numLights = value;
|
||||
}
|
||||
|
||||
public function new()
|
||||
{
|
||||
super(Assets.getText(Paths.frag('rain')));
|
||||
}
|
||||
|
||||
public function update(elapsed:Float):Void
|
||||
{
|
||||
time += elapsed;
|
||||
}
|
||||
|
||||
override function __processGLData(source:String, storageType:String):Void
|
||||
{
|
||||
super.__processGLData(source, storageType);
|
||||
if (storageType == 'uniform')
|
||||
{
|
||||
lights = [
|
||||
for (i in 0...MAX_LIGHTS)
|
||||
{
|
||||
position: addFloatUniform('lights[$i].position', 2),
|
||||
color: addFloatUniform('lights[$i].color', 3),
|
||||
radius: addFloatUniform('lights[$i].radius', 1),
|
||||
}
|
||||
];
|
||||
}
|
||||
}
|
||||
|
||||
@:access(openfl.display.ShaderParameter)
|
||||
function addFloatUniform(name:String, length:Int):ShaderParameter<Float>
|
||||
{
|
||||
final res = new ShaderParameter<Float>();
|
||||
res.name = name;
|
||||
res.type = [null, FLOAT, FLOAT2, FLOAT3, FLOAT4][length];
|
||||
res.__arrayLength = 1;
|
||||
res.__isFloat = true;
|
||||
res.__isUniform = true;
|
||||
res.__length = length;
|
||||
__paramFloat.push(res);
|
||||
return res;
|
||||
}
|
||||
}
|
|
@ -6,6 +6,7 @@ import funkin.util.Constants;
|
|||
import funkin.Paths;
|
||||
import funkin.Preferences;
|
||||
import flixel.FlxG; // This one in particular causes a compile error if you're using macros.
|
||||
import flixel.system.debug.watch.Tracker;
|
||||
|
||||
// These are great.
|
||||
using Lambda;
|
||||
|
|
8
source/funkin/modding/base/ScriptedFlxAtlasSprite.hx
Normal file
8
source/funkin/modding/base/ScriptedFlxAtlasSprite.hx
Normal file
|
@ -0,0 +1,8 @@
|
|||
package funkin.modding.base;
|
||||
|
||||
/**
|
||||
* A script that can be tied to an FlxAtlasSprite
|
||||
* Create a scripted class that extends FlxAtlasSprite to use this.
|
||||
*/
|
||||
@:hscriptClass
|
||||
class ScriptedFlxAtlasSprite extends funkin.graphics.adobeanimate.FlxAtlasSprite implements HScriptedClass {}
|
8
source/funkin/modding/base/ScriptedFunkinSprite.hx
Normal file
8
source/funkin/modding/base/ScriptedFunkinSprite.hx
Normal file
|
@ -0,0 +1,8 @@
|
|||
package funkin.modding.base;
|
||||
|
||||
/**
|
||||
* A script that can be tied to an FlxSprite.
|
||||
* Create a scripted class that extends FlxSprite to use this.
|
||||
*/
|
||||
@:hscriptClass
|
||||
class ScriptedFunkinSprite extends funkin.graphics.FunkinSprite implements HScriptedClass {}
|
|
@ -38,7 +38,8 @@ class PauseSubState extends MusicBeatSubState
|
|||
|
||||
var practiceText:FlxText;
|
||||
|
||||
var exitingToMenu:Bool = false;
|
||||
public var exitingToMenu:Bool = false;
|
||||
|
||||
var bg:FlxSprite;
|
||||
var metaDataGrp:FlxTypedGroup<FlxSprite>;
|
||||
|
||||
|
@ -234,7 +235,7 @@ class PauseSubState extends MusicBeatSubState
|
|||
if (PlayStatePlaylist.isStoryMode)
|
||||
{
|
||||
PlayStatePlaylist.reset();
|
||||
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState()));
|
||||
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new funkin.ui.story.StoryMenuState(sticker)));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -1,68 +1,79 @@
|
|||
package funkin.play;
|
||||
|
||||
import funkin.ui.SwagCamera;
|
||||
import flixel.addons.transition.FlxTransitionableSubState;
|
||||
import funkin.ui.debug.charting.ChartEditorState;
|
||||
import haxe.Int64;
|
||||
import funkin.play.notes.notestyle.NoteStyle;
|
||||
import funkin.data.notestyle.NoteStyleData;
|
||||
import funkin.data.notestyle.NoteStyleRegistry;
|
||||
import flixel.addons.display.FlxPieDial;
|
||||
import flixel.addons.transition.Transition;
|
||||
import flixel.addons.display.FlxPieDial;
|
||||
import flixel.addons.transition.FlxTransitionableState;
|
||||
import flixel.addons.transition.FlxTransitionableState;
|
||||
import flixel.addons.transition.FlxTransitionableSubState;
|
||||
import flixel.addons.transition.FlxTransitionableSubState;
|
||||
import flixel.addons.transition.Transition;
|
||||
import flixel.addons.transition.Transition;
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxObject;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.FlxState;
|
||||
import flixel.FlxSubState;
|
||||
import flixel.input.keyboard.FlxKey;
|
||||
import flixel.math.FlxMath;
|
||||
import funkin.play.components.ComboMilestone;
|
||||
import flixel.math.FlxPoint;
|
||||
import funkin.play.components.HealthIcon;
|
||||
import funkin.ui.MusicBeatSubState;
|
||||
import flixel.math.FlxRect;
|
||||
import flixel.text.FlxText;
|
||||
import flixel.tweens.FlxEase;
|
||||
import flixel.tweens.FlxTween;
|
||||
import flixel.ui.FlxBar;
|
||||
import flixel.util.FlxColor;
|
||||
import funkin.api.newgrounds.NGio;
|
||||
import flixel.util.FlxTimer;
|
||||
import funkin.api.newgrounds.NGio;
|
||||
import funkin.audio.VoicesGroup;
|
||||
import funkin.save.Save;
|
||||
import funkin.audio.VoicesGroup;
|
||||
import funkin.data.dialogue.ConversationRegistry;
|
||||
import funkin.data.event.SongEventRegistry;
|
||||
import funkin.data.notestyle.NoteStyleData;
|
||||
import funkin.data.notestyle.NoteStyleRegistry;
|
||||
import funkin.data.notestyle.NoteStyleRegistry;
|
||||
import funkin.data.song.SongData.SongCharacterData;
|
||||
import funkin.data.song.SongData.SongEventData;
|
||||
import funkin.data.song.SongData.SongNoteData;
|
||||
import funkin.data.song.SongRegistry;
|
||||
import funkin.data.stage.StageRegistry;
|
||||
import funkin.Highscore.Tallies;
|
||||
import funkin.input.PreciseInputManager;
|
||||
import funkin.modding.events.ScriptEvent;
|
||||
import funkin.ui.mainmenu.MainMenuState;
|
||||
import funkin.modding.events.ScriptEventDispatcher;
|
||||
import funkin.play.character.BaseCharacter;
|
||||
import funkin.play.character.CharacterData.CharacterDataParser;
|
||||
import funkin.play.components.ComboMilestone;
|
||||
import funkin.play.components.HealthIcon;
|
||||
import funkin.play.components.PopUpStuff;
|
||||
import funkin.play.cutscene.dialogue.Conversation;
|
||||
import funkin.play.cutscene.dialogue.Conversation;
|
||||
import funkin.data.dialogue.ConversationRegistry;
|
||||
import funkin.play.cutscene.VanillaCutscenes;
|
||||
import funkin.play.cutscene.VideoCutscene;
|
||||
import funkin.data.event.SongEventRegistry;
|
||||
import funkin.play.notes.NoteSprite;
|
||||
import funkin.play.notes.NoteDirection;
|
||||
import funkin.play.notes.NoteSplash;
|
||||
import funkin.play.notes.NoteSprite;
|
||||
import funkin.play.notes.NoteSprite;
|
||||
import funkin.play.notes.notestyle.NoteStyle;
|
||||
import funkin.play.notes.notestyle.NoteStyle;
|
||||
import funkin.play.notes.Strumline;
|
||||
import funkin.play.notes.SustainTrail;
|
||||
import funkin.play.scoring.Scoring;
|
||||
import funkin.play.song.Song;
|
||||
import funkin.data.song.SongRegistry;
|
||||
import funkin.data.stage.StageRegistry;
|
||||
import funkin.data.song.SongData.SongEventData;
|
||||
import funkin.data.song.SongData.SongNoteData;
|
||||
import funkin.data.song.SongData.SongCharacterData;
|
||||
import funkin.play.stage.Stage;
|
||||
import funkin.ui.transition.LoadingState;
|
||||
import funkin.play.components.PopUpStuff;
|
||||
import funkin.ui.options.PreferencesMenu;
|
||||
import funkin.save.Save;
|
||||
import funkin.ui.debug.charting.ChartEditorState;
|
||||
import funkin.ui.debug.stage.StageOffsetSubState;
|
||||
import funkin.ui.mainmenu.MainMenuState;
|
||||
import funkin.ui.MusicBeatSubState;
|
||||
import funkin.ui.options.PreferencesMenu;
|
||||
import funkin.ui.story.StoryMenuState;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import funkin.ui.transition.LoadingState;
|
||||
import funkin.util.SerializerUtil;
|
||||
import funkin.util.SortUtil;
|
||||
import haxe.Int64;
|
||||
import lime.ui.Haptic;
|
||||
import openfl.display.BitmapData;
|
||||
import openfl.geom.Rectangle;
|
||||
import openfl.Lib;
|
||||
#if discord_rpc
|
||||
import Discord.DiscordClient;
|
||||
#end
|
||||
|
@ -445,6 +456,17 @@ class PlayState extends MusicBeatSubState
|
|||
return this.subState != null;
|
||||
}
|
||||
|
||||
var isExitingViaPauseMenu(get, never):Bool;
|
||||
|
||||
function get_isExitingViaPauseMenu():Bool
|
||||
{
|
||||
if (this.subState == null) return false;
|
||||
if (!Std.isOfType(this.subState, PauseSubState)) return false;
|
||||
|
||||
var pauseSubState:PauseSubState = cast this.subState;
|
||||
return pauseSubState.exitingToMenu;
|
||||
}
|
||||
|
||||
/**
|
||||
* Data for the current difficulty for the current song.
|
||||
* Includes chart data, scroll speed, and other information.
|
||||
|
@ -885,7 +907,7 @@ class PlayState extends MusicBeatSubState
|
|||
// TODO: Add a song event for Handle GF dance speed.
|
||||
|
||||
// Handle player death.
|
||||
if (!isInCutscene && !disableKeys && !_exiting)
|
||||
if (!isInCutscene && !disableKeys)
|
||||
{
|
||||
// RESET = Quick Game Over Screen
|
||||
if (controls.RESET)
|
||||
|
@ -1282,7 +1304,7 @@ class PlayState extends MusicBeatSubState
|
|||
*/
|
||||
function initCameras():Void
|
||||
{
|
||||
camGame = new SwagCamera();
|
||||
camGame = new FunkinCamera();
|
||||
camGame.bgColor = BACKGROUND_COLOR; // Show a pink background behind the stage.
|
||||
camHUD = new FlxCamera();
|
||||
camHUD.bgColor.alpha = 0; // Show the game scene behind the camera.
|
||||
|
@ -1739,7 +1761,7 @@ class PlayState extends MusicBeatSubState
|
|||
*/
|
||||
function resyncVocals():Void
|
||||
{
|
||||
if (_exiting || vocals == null) return;
|
||||
if (vocals == null) return;
|
||||
|
||||
// Skip this if the music is paused (GameOver, Pause menu, start-of-song offset, etc.)
|
||||
if (!FlxG.sound.music.playing) return;
|
||||
|
@ -1965,7 +1987,7 @@ class PlayState extends MusicBeatSubState
|
|||
|
||||
// Mute vocals and play miss animation, but don't penalize.
|
||||
vocals.playerVolume = 0;
|
||||
currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
|
||||
if (currentStage != null && currentStage.getBoyfriend() != null) currentStage.getBoyfriend().playSingAnimation(holdNote.noteData.getDirection(), true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2519,8 +2541,8 @@ class PlayState extends MusicBeatSubState
|
|||
{
|
||||
FlxG.sound.playMusic(Paths.music('freakyMenu/freakyMenu'));
|
||||
|
||||
transIn = FlxTransitionableState.defaultTransIn;
|
||||
transOut = FlxTransitionableState.defaultTransOut;
|
||||
// transIn = FlxTransitionableState.defaultTransIn;
|
||||
// transOut = FlxTransitionableState.defaultTransOut;
|
||||
|
||||
// TODO: Rework week unlock logic.
|
||||
// StoryMenuState.weekUnlocked[Std.int(Math.min(storyWeek + 1, StoryMenuState.weekUnlocked.length - 1))] = true;
|
||||
|
|
|
@ -352,11 +352,11 @@ class ResultState extends MusicBeatSubState
|
|||
{
|
||||
if (params.storyMode)
|
||||
{
|
||||
FlxG.switchState(() -> new StoryMenuState());
|
||||
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new StoryMenuState(sticker)));
|
||||
}
|
||||
else
|
||||
{
|
||||
FlxG.switchState(() -> new FreeplayState());
|
||||
openSubState(new funkin.ui.transition.StickerSubState(null, (sticker) -> new FreeplayState(null, sticker)));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,10 +1,17 @@
|
|||
package funkin.play.stage;
|
||||
|
||||
import openfl.display.BlendMode;
|
||||
import funkin.graphics.framebuffer.FrameBufferManager;
|
||||
import flixel.util.FlxColor;
|
||||
import funkin.graphics.framebuffer.SpriteCopy;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.group.FlxSpriteGroup;
|
||||
import flixel.math.FlxPoint;
|
||||
import flixel.system.FlxAssets.FlxShader;
|
||||
import flixel.util.FlxSort;
|
||||
import openfl.display.BitmapData;
|
||||
import flixel.util.FlxColor;
|
||||
import funkin.modding.IScriptedClass;
|
||||
import funkin.modding.events.ScriptEvent;
|
||||
|
@ -46,6 +53,13 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
return _data?.cameraZoom ?? 1.0;
|
||||
}
|
||||
|
||||
var frameBufferMan:FrameBufferManager;
|
||||
|
||||
/**
|
||||
* The texture that has the mask information. Used for shader effects.
|
||||
*/
|
||||
public var maskTexture:BitmapData;
|
||||
|
||||
var namedProps:Map<String, StageProp> = new Map<String, StageProp>();
|
||||
var characters:Map<String, BaseCharacter> = new Map<String, BaseCharacter>();
|
||||
var boppers:Array<Bopper> = new Array<Bopper>();
|
||||
|
@ -75,6 +89,10 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
*/
|
||||
public function onCreate(event:ScriptEvent):Void
|
||||
{
|
||||
if (frameBufferMan != null) frameBufferMan.dispose();
|
||||
frameBufferMan = new FrameBufferManager(FlxG.camera);
|
||||
setupFrameBuffers();
|
||||
|
||||
buildStage();
|
||||
this.refresh();
|
||||
|
||||
|
@ -701,6 +719,11 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
{
|
||||
debugIconGroup = null;
|
||||
}
|
||||
|
||||
if (frameBufferMan != null)
|
||||
{
|
||||
frameBufferMan.dispose();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -724,13 +747,7 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
}
|
||||
}
|
||||
|
||||
public function onUpdate(event:UpdateScriptEvent)
|
||||
{
|
||||
if (FlxG.keys.justPressed.F3)
|
||||
{
|
||||
debugIconGroup.visible = !debugIconGroup.visible;
|
||||
}
|
||||
}
|
||||
public function onUpdate(event:UpdateScriptEvent) {}
|
||||
|
||||
public override function kill()
|
||||
{
|
||||
|
@ -753,6 +770,53 @@ class Stage extends FlxSpriteGroup implements IPlayStateScriptedClass implements
|
|||
return Sprite;
|
||||
}
|
||||
|
||||
override function draw():Void
|
||||
{
|
||||
if (frameBufferMan != null)
|
||||
{
|
||||
frameBufferMan.lock();
|
||||
}
|
||||
super.draw();
|
||||
if (frameBufferMan != null)
|
||||
{
|
||||
frameBufferMan.unlock();
|
||||
}
|
||||
frameBuffersUpdated();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the frame buffer manager is ready.
|
||||
* Create frame buffers inside this method.
|
||||
*/
|
||||
function setupFrameBuffers():Void {}
|
||||
|
||||
/**
|
||||
* Called when all the frame buffers are updated. If you need any
|
||||
* frame buffers before `grabScreen()`, make sure you
|
||||
* grab the screen inside this method since it immediately uses the
|
||||
* frame buffers.
|
||||
*/
|
||||
function frameBuffersUpdated():Void {}
|
||||
|
||||
/**
|
||||
* Grabs the current screen and returns it as a bitmap data. You can sefely modify it.
|
||||
* @param applyFilters if this is `true`, the filters set to the camera will be applied to the resulting bitmap
|
||||
* @return the grabbed screen
|
||||
*/
|
||||
function grabScreen(applyFilters:Bool):BitmapData
|
||||
{
|
||||
if (Std.isOfType(FlxG.camera, FunkinCamera))
|
||||
{
|
||||
final cam:FunkinCamera = cast FlxG.camera;
|
||||
return cam.grabScreen(applyFilters);
|
||||
}
|
||||
else
|
||||
{
|
||||
FlxG.log.error('cannot grab the screen: the main camera is not grabbable');
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
static function _fetchData(id:String):Null<StageData>
|
||||
{
|
||||
return StageRegistry.instance.parseEntryDataWithMigration(id, StageRegistry.instance.fetchEntryVersion(id));
|
||||
|
|
|
@ -16,7 +16,7 @@ import funkin.input.Controls;
|
|||
/**
|
||||
* MusicBeatSubState reincorporates the functionality of MusicBeatState into an FlxSubState.
|
||||
*/
|
||||
class MusicBeatSubState extends FlxTransitionableSubState implements IEventHandler
|
||||
class MusicBeatSubState extends FlxSubState implements IEventHandler
|
||||
{
|
||||
public var leftWatermarkText:FlxText = null;
|
||||
public var rightWatermarkText:FlxText = null;
|
||||
|
|
|
@ -1,103 +0,0 @@
|
|||
package funkin.ui;
|
||||
|
||||
import flixel.FlxCamera;
|
||||
import flixel.FlxSprite;
|
||||
import flixel.math.FlxPoint;
|
||||
import funkin.util.MathUtil;
|
||||
|
||||
class SwagCamera extends FlxCamera
|
||||
{
|
||||
/**
|
||||
* properly follow framerate
|
||||
* most of this just copied from FlxCamera,
|
||||
* only lines 96 and 97 are changed
|
||||
*/
|
||||
override public function updateFollow():Void
|
||||
{
|
||||
// Either follow the object closely,
|
||||
// or double check our deadzone and update accordingly.
|
||||
if (deadzone == null)
|
||||
{
|
||||
target.getMidpoint(_point);
|
||||
_point.addPoint(targetOffset);
|
||||
focusOn(_point);
|
||||
}
|
||||
else
|
||||
{
|
||||
var edge:Float;
|
||||
var targetX:Float = target.x + targetOffset.x;
|
||||
var targetY:Float = target.y + targetOffset.y;
|
||||
|
||||
if (style == SCREEN_BY_SCREEN)
|
||||
{
|
||||
if (targetX >= (scroll.x + width))
|
||||
{
|
||||
_scrollTarget.x += width;
|
||||
}
|
||||
else if (targetX < scroll.x)
|
||||
{
|
||||
_scrollTarget.x -= width;
|
||||
}
|
||||
|
||||
if (targetY >= (scroll.y + height))
|
||||
{
|
||||
_scrollTarget.y += height;
|
||||
}
|
||||
else if (targetY < scroll.y)
|
||||
{
|
||||
_scrollTarget.y -= height;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
edge = targetX - deadzone.x;
|
||||
if (_scrollTarget.x > edge)
|
||||
{
|
||||
_scrollTarget.x = edge;
|
||||
}
|
||||
edge = targetX + target.width - deadzone.x - deadzone.width;
|
||||
if (_scrollTarget.x < edge)
|
||||
{
|
||||
_scrollTarget.x = edge;
|
||||
}
|
||||
|
||||
edge = targetY - deadzone.y;
|
||||
if (_scrollTarget.y > edge)
|
||||
{
|
||||
_scrollTarget.y = edge;
|
||||
}
|
||||
edge = targetY + target.height - deadzone.y - deadzone.height;
|
||||
if (_scrollTarget.y < edge)
|
||||
{
|
||||
_scrollTarget.y = edge;
|
||||
}
|
||||
}
|
||||
|
||||
if ((target is FlxSprite))
|
||||
{
|
||||
if (_lastTargetPosition == null)
|
||||
{
|
||||
_lastTargetPosition = FlxPoint.get(target.x, target.y); // Creates this point.
|
||||
}
|
||||
_scrollTarget.x += (target.x - _lastTargetPosition.x) * followLead.x;
|
||||
_scrollTarget.y += (target.y - _lastTargetPosition.y) * followLead.y;
|
||||
|
||||
_lastTargetPosition.x = target.x;
|
||||
_lastTargetPosition.y = target.y;
|
||||
}
|
||||
|
||||
if (followLerp >= 60 / FlxG.updateFramerate)
|
||||
{
|
||||
scroll.copyFrom(_scrollTarget); // no easing
|
||||
}
|
||||
else
|
||||
{
|
||||
// THIS THE PART THAT ACTUALLY MATTERS LOL
|
||||
scroll.x = MathUtil.coolLerp(scroll.x, _scrollTarget.x, followLerp);
|
||||
scroll.y = MathUtil.coolLerp(scroll.y, _scrollTarget.y, followLerp);
|
||||
// scroll.x += (_scrollTarget.x - scroll.x) * MathUtil.cameraLerp(followLerp);
|
||||
// scroll.y += (_scrollTarget.y - scroll.y) * MathUtil.cameraLerp(followLerp);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -8,6 +8,7 @@ import flixel.FlxSprite;
|
|||
import flixel.FlxSubState;
|
||||
import flixel.graphics.FlxGraphic;
|
||||
import flixel.group.FlxGroup.FlxTypedGroup;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import flixel.group.FlxSpriteGroup;
|
||||
import flixel.input.keyboard.FlxKey;
|
||||
import flixel.input.mouse.FlxMouseEvent;
|
||||
|
@ -2094,7 +2095,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
|
|||
|
||||
loadPreferences();
|
||||
|
||||
uiCamera = new FlxCamera();
|
||||
uiCamera = new FunkinCamera();
|
||||
FlxG.cameras.reset(uiCamera);
|
||||
|
||||
buildDefaultSongData();
|
||||
|
@ -5380,7 +5381,7 @@ class ChartEditorState extends UIState // UIState derives from MusicBeatState
|
|||
// Kill and replace the UI camera so it doesn't get destroyed during the state transition.
|
||||
uiCamera.kill();
|
||||
FlxG.cameras.remove(uiCamera, false);
|
||||
FlxG.cameras.reset(new FlxCamera());
|
||||
FlxG.cameras.reset(new FunkinCamera());
|
||||
|
||||
this.persistentUpdate = false;
|
||||
this.persistentDraw = false;
|
||||
|
|
|
@ -138,7 +138,7 @@ class CopyItemsCommand implements ChartEditorCommand
|
|||
state.txtCopyNotif.y = FlxG.mouse.y - 16;
|
||||
FlxTween.tween(state.txtCopyNotif, {y: state.txtCopyNotif.y - 32}, 0.5,
|
||||
{
|
||||
type: FlxTween.ONESHOT,
|
||||
type: FlxTweenType.ONESHOT,
|
||||
ease: FlxEase.quadOut,
|
||||
onComplete: function(_) {
|
||||
state.txtCopyNotif.visible = false;
|
||||
|
|
|
@ -14,6 +14,7 @@ import flixel.group.FlxSpriteGroup;
|
|||
import flixel.input.touch.FlxTouch;
|
||||
import flixel.math.FlxAngle;
|
||||
import flixel.math.FlxMath;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import flixel.math.FlxPoint;
|
||||
import flixel.system.debug.watch.Tracker.TrackerProfile;
|
||||
import flixel.text.FlxText;
|
||||
|
@ -573,7 +574,7 @@ class FreeplayState extends MusicBeatSubState
|
|||
|
||||
var swag:Alphabet = new Alphabet(1, 0, "swag");
|
||||
|
||||
var funnyCam = new FlxCamera(0, 0, FlxG.width, FlxG.height);
|
||||
var funnyCam = new FunkinCamera(0, 0, FlxG.width, FlxG.height);
|
||||
funnyCam.bgColor = FlxColor.TRANSPARENT;
|
||||
FlxG.cameras.add(funnyCam);
|
||||
|
||||
|
|
|
@ -13,6 +13,7 @@ import flixel.group.FlxGroup.FlxTypedGroup;
|
|||
import flixel.input.touch.FlxTouch;
|
||||
import flixel.text.FlxText;
|
||||
import flixel.tweens.FlxEase;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import flixel.tweens.FlxTween;
|
||||
import funkin.ui.MusicBeatState;
|
||||
import flixel.util.FlxTimer;
|
||||
|
@ -152,7 +153,7 @@ class MainMenuState extends MusicBeatState
|
|||
|
||||
function resetCamStuff()
|
||||
{
|
||||
FlxG.cameras.reset(new SwagCamera());
|
||||
FlxG.cameras.reset(new FunkinCamera());
|
||||
FlxG.camera.follow(camFollow, null, 0.06);
|
||||
}
|
||||
|
||||
|
|
|
@ -4,6 +4,7 @@ import funkin.util.InputUtil;
|
|||
import flixel.FlxCamera;
|
||||
import flixel.FlxObject;
|
||||
import flixel.FlxSprite;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import flixel.group.FlxGroup;
|
||||
import flixel.input.actions.FlxActionInput;
|
||||
import flixel.input.gamepad.FlxGamepadInputID;
|
||||
|
@ -47,7 +48,7 @@ class ControlsMenu extends funkin.ui.options.OptionsState.Page
|
|||
{
|
||||
super();
|
||||
|
||||
menuCamera = new FlxCamera();
|
||||
menuCamera = new FunkinCamera();
|
||||
FlxG.cameras.add(menuCamera, false);
|
||||
menuCamera.bgColor = 0x0;
|
||||
camera = menuCamera;
|
||||
|
|
|
@ -6,6 +6,7 @@ import flixel.FlxSprite;
|
|||
import flixel.group.FlxSpriteGroup.FlxTypedSpriteGroup;
|
||||
import funkin.ui.AtlasText.AtlasFont;
|
||||
import funkin.ui.options.OptionsState.Page;
|
||||
import funkin.graphics.FunkinCamera;
|
||||
import funkin.ui.TextMenuList.TextMenuItem;
|
||||
|
||||
class PreferencesMenu extends Page
|
||||
|
@ -20,7 +21,7 @@ class PreferencesMenu extends Page
|
|||
{
|
||||
super();
|
||||
|
||||
menuCamera = new SwagCamera();
|
||||
menuCamera = new FunkinCamera();
|
||||
FlxG.cameras.add(menuCamera, false);
|
||||
menuCamera.bgColor = 0x0;
|
||||
camera = menuCamera;
|
||||
|
|
|
@ -116,10 +116,19 @@ class StickerSubState extends MusicBeatSubState
|
|||
{
|
||||
grpStickers.cameras = FlxG.cameras.list;
|
||||
|
||||
if (dipshit != null)
|
||||
/*
|
||||
if (dipshit != null)
|
||||
{
|
||||
FlxG.removeChild(dipshit);
|
||||
dipshit = null;
|
||||
}
|
||||
*/
|
||||
|
||||
if (grpStickers.members == null || grpStickers.members.length == 0)
|
||||
{
|
||||
FlxG.removeChild(dipshit);
|
||||
dipshit = null;
|
||||
switchingState = false;
|
||||
close();
|
||||
return;
|
||||
}
|
||||
|
||||
for (ind => sticker in grpStickers.members)
|
||||
|
@ -232,18 +241,23 @@ class StickerSubState extends MusicBeatSubState
|
|||
if (ind == grpStickers.members.length - 1)
|
||||
{
|
||||
switchingState = true;
|
||||
|
||||
FlxTransitionableState.skipNextTransIn = true;
|
||||
FlxTransitionableState.skipNextTransOut = true;
|
||||
|
||||
dipshit = new Sprite();
|
||||
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
|
||||
var mat:Matrix = new Matrix();
|
||||
scrn.draw(grpStickers.cameras[0].canvas, mat);
|
||||
// I think this grabs the screen and puts it under the stickers?
|
||||
// Leaving this commented out rather than stripping it out because it's cool...
|
||||
/*
|
||||
dipshit = new Sprite();
|
||||
var scrn:BitmapData = new BitmapData(FlxG.width, FlxG.height, true, 0x00000000);
|
||||
var mat:Matrix = new Matrix();
|
||||
scrn.draw(grpStickers.cameras[0].canvas, mat);
|
||||
|
||||
var bitmap:Bitmap = new Bitmap(scrn);
|
||||
var bitmap:Bitmap = new Bitmap(scrn);
|
||||
|
||||
dipshit.addChild(bitmap);
|
||||
FlxG.addChildBelowMouse(dipshit);
|
||||
dipshit.addChild(bitmap);
|
||||
// FlxG.addChildBelowMouse(dipshit);
|
||||
*/
|
||||
|
||||
FlxG.switchState(() -> targetState(this));
|
||||
}
|
||||
|
|
|
@ -22,6 +22,17 @@ class WatchPlugin extends FlxBasic
|
|||
{
|
||||
super.update(elapsed);
|
||||
|
||||
var stateClassName = Type.getClassName(Type.getClass(FlxG.state));
|
||||
FlxG.watch.addQuick("currentState", stateClassName);
|
||||
var subStateClassNames = [];
|
||||
var subState = FlxG.state.subState;
|
||||
while (subState != null)
|
||||
{
|
||||
subStateClassNames.push(Type.getClassName(Type.getClass(subState)));
|
||||
subState = subState.subState;
|
||||
}
|
||||
FlxG.watch.addQuick("currentSubStates", subStateClassNames.join(", "));
|
||||
|
||||
FlxG.watch.addQuick("songPosition", Conductor.instance.songPosition);
|
||||
FlxG.watch.addQuick("songPositionNoOffset", Conductor.instance.songPosition + Conductor.instance.instrumentalOffset);
|
||||
FlxG.watch.addQuick("musicTime", FlxG.sound?.music?.time ?? 0.0);
|
||||
|
|
Loading…
Reference in a new issue